Name & Purpose: Zombie Tag is a fantasy-themed chase game where one Zombie grows into a horde. It builds endurance, spatial awareness, and dramatic play.
a.k.a.: Undead Chase, Shamble Tag, Arms-Out Tag
Age Band / Group Size / Time / Space: 8β16 years / 10β30 players / 10β20 minutes / Large outdoor field with distinct terrain zones (e.g. baseball diamond with grass and sand)
Materials: Cones for boundaries. Optional: bandanas or bibs for Zombies.
Quick-Run Card: 1. Pick one Zombie. 2. Zombie extends arms forward at all times. 3. Zombie runs on grass, limps on sand/dirt. 4. Tagged Humans become Zombies (arms out, groaning). 5. Last Human standing is the next Zombie. 6. Groans and “I want your BRAIN!” are encouraged.
Setup & Boundaries: Mark a clear outer boundary. Identify terrain zones β grass areas (Zombies run), sand/dirt areas (Zombies must limp/shuffle). All players start spread across the field. Choose one Zombie by volunteer or random pick.
How to Play: The Zombie extends both arms forward and begins chasing. On grass, the Zombie may run. On sand or dirt, the Zombie must limp or shuffle. Humans run freely on all terrain. When a Human is tagged, they immediately become a Zombie β arms out, movement rules apply. Encourage dramatic groaning and character play. The round ends when one Human remains. That Human becomes the next Zombie. Reset and play again.
I-OPt Roles: Human β sprint, dodge, and use terrain strategically. Zombie β chase with arms extended, coordinate with other Zombies to corner Humans. Terrain Caller β stand at the boundary and call out terrain transitions (“Sand zone! Zombies limp!”) to keep rules consistent and add atmosphere.
Inclusion Supports: Players who move more slowly can start as Zombies β the limp rule on sand normalises varied movement speeds. The Terrain Caller role is active and valued without requiring running. Reduce the field size for smaller groups. Allow seated players to be stationary Zombies in a fixed zone β Humans must pass through their reach.
Stewardship: After the game, walk the field boundary together. Pick up any debris spotted during play. Reflection prompt: “The Zombies had to work together as they grew. What changed about the chase when there were more of you?”
Consent: Pre-brief: “This game involves running, dramatic chasing, and light tagging. The Zombie role means arms out and groaning β it is silly and fun. If you prefer not to be chased, the Terrain Caller role keeps you active from the sideline. Raise both hands to step out any time. Re-enter as a Zombie at the start of the next round.” Mid-game check-in: After the first round, ask “Pacing good? Field size right?” Opt-out/re-entry: Step to sideline as Terrain Caller. Re-enter next round as any role.
Risks & Mitigation:
| Risk | Likelihood | Mitigation |
|---|---|---|
| Collision between Zombies and Humans | Medium | Zombies’ extended arms create a visible buffer; brief on no grabbing |
| Tripping on terrain transitions | Medium | Walk the field before play to identify hazards; mark transitions with cones |
| Zombie arms hitting faces | Low | Arms forward and low β chest height, not face height |
| Players feeling singled out as last Human | Low | Frame as an honour, not a spotlight; quick reset into next round |
Warm-Up Suggestions: Zombie Walk β everyone practises the arms-out limp across the field for 30 seconds. Terrain Sprint β run the field, switching between sprint and shuffle every time the counsellor calls “terrain change!”
Debrief: What? “When did the Zombies start working together instead of chasing individually?” So what? “How did the game feel different when there were only a few Humans left?” Now what? “When do you feel outnumbered in real life β and what strategies help?”
Cleanup & Reset: Collect cones and bandanas. Head count before moving on.
